BACKGROUND OF THE INVENTION
Field of the Invention:
[0001] The present invention relates a multi-player type video game playing system and particularly
to such a system in which a plurality of players can play a game in the common game
space while observing game scenes projected onto a screen.
Description of the Prior Art:
[0002] There are known simulation type video shooting games in which a player aims and shoots
at targets displayed on a screen. Such video shooting games are played in accordance
with various stories. In one of the stories, a player is successively attacked by
enemies and at the same time hunts a treasure or treasures while fighting with the
enemies. In another story, a player is on board a spaceship and intends to return
the earth while fighting enemies attacking the player.
[0003] In such simulation type video shooting games, it is preferred that a screen is enlarged
to increase the reality.
[0004] The enlargement of screen necessarily leads to increase of thg manufacturing cost.
For such a reason, most video shooting games were provided to allocate a single video
monitor to a single player. A proposal has been made in which a screen is formed by
using a plurality of video monitors. However, such a screen is at most two or three
times that of a single screen and yet has a seam between each adjacent video monitors
to reduce the reality.
[0005] More recently, another proposal has been made in which a video projector is used
with an enlarged screen to permit two players to play a shooting game. In this proposal,
however, the enlarged screen is about several times that of a single video monitor.
This also lacks the reality.
[0006] The inventors have been studying a multi-player type shooting game playing system
in which a screen can be enlarged without increase of the manufacturing cost and wherein
a number of players can simultaneously play a game against the common screen. Although
it is possible for a plurality of players to play the same shooting game against the
common enlarged screen, it cannot be avoided that any player will have to shoot his
gun against one side margin of the common screen. Therefore, he will feel a reduced
degree of reality. In addition, the player positioned against the side margin of the
screen will view the screen slantingly. This also decreases the reality for him.
[0007] The inventors have found that when it is desired to provide a multi-player type video
game system having an enlarged screen formed inexpensively and giving an improved
degree of reality, a fearless idea departing from the prior art is required.
SUMMARY OF THE INVENTION
[0008] It is therefore an object of the invention to provide a novel and inexpensive multi-player
type video game playing system which permits a plurality of players to play a game
with improved reality for all of the players.
[0009] To this end, the present invention provides a multi-player type video game playing
system comprising screen means providing a transversely arched screen; a plurality
of projector means radially disposed toward said screen, each of said projector means
arranged to project one scene section of transversely continuous game scene onto said
screen; a plurality of player's console sections radially arranged toward said screen;
and image processing means for processing the game scene sections projected onto said
screen in accordance with input signals from said player's console sections and a
predetermined game program, said image processing means being adapted to supply image
signals to said plurality of projector means such that the processed game scene sections
are projected onto said screen as a transversely continuous game scene on said screen,
whereby said plurality of players can play the same game within a common game space
while observing the common game scene projected onto the arched screen.
[0010] When the transversely arched screen on the entire of which a continuous game scene
is projected is used and when a plurality of player's console sections are radially
arranged toward the screen, a widened image will be displayed in front of each player.
Therefore, all of the players can enjoy the game with increased reality.
[0011] If the screen is formed into a cylindrical configuration, any player in the interior
of the cylindrical screen can view a widened scene covering all the transverse field
of view. Even if a plurality of players are to play a multi-player type game, therefore,
the widened scene can more improve the reality for all of the players.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] Figures 1 through 5 illustrate the first preferred embodiment of a multi-player type
video game playing system constructed in accordance with the present invention.
Figure 1 is a schematic and perspective view of the game playing system.
Figure 2 is a block diagram of a circuitry used in the game playing system.
Figure 3 schematically illustrates a player seated on a seat and enjoying a shooting
game against the screen.
Figure 4 illustrates a projection screen area allocated to each player.
Figure 5 is a block diagram of another circuitry used in the game playing system shown
in Figure 1.
[0013] Figures 6 through 13 illustrate the second preferred embodiment of a multi-player
type video game playing system constructed in accordance with the present invention.
Figure 6 is a schematic view illustrating the structure of a swingable base mounted
in the game playing system.
Figure 7 is a top view of the central tower in the base as viewed from a direction
of arrow VII in Figure 6.
Figure 8 illustrates a spherically formed screen onto which a game scene is projected
from a projector.
Figure 9 is a schematic plan view of the entire game playing system according to the
second preferred embodiment of the present invention.
Figure 10 is a fragmentary and perspective view of the game playing system, illustrating
clerk's and player's seats on the base.
Figure 11 is a perspective view illustrating guns used in the second preferred embodiment
of the present invention.
Figure 12 illustrates a player's seat used in the game playing system.
Figure 13 is a block diagram of a circuitry used in the second embodiment of the present
invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0014] The present invention will now be described in details in connection with some preferred
embodiments thereof which are applied to a multi-player type video shooting game.
First Embodiment
[0015] Figure 1 shows the first preferred embodiment of a multi-player type video shooting
game playing system constructed in accordance with the present invention.
[0016] The game playing system comprises screen means 100 providing a screen 110 which has
an inner wall of cylindrical configuration and a base 200 disposed within the screen
110 substantially at its center. The base 200 comprises a central tower 210; a ring-shaped
table 220 located around the central tower 210, a plurality of players being to be
placed on the table 220; and stairs 230 provided between the table 220 and a floor
240.
[0017] On the top of the central tower 210, there are located a plurality of projectors
300 which are arranged radially toward the screen 110. Each of the projectors 300
is adapted to bear its share of a game scene which transversely continues along the
entire circumference of the screen 110.
[0018] In the first preferred embodiment, the projectors 300 are radially arranged toward
the cylindrical screen 110 about its central axis and then capable of providing an
image projected onto the screen 110 without any deformation.
[0019] A plurality of guns 400 are arranged on the table 220 at given angular intervals
as player's consoles. Each of the guns 400 is capable of shooting targets projected
onto the screen 110. In the first embodiment, these guns 400 are arranged radially
toward the cylindrical screen 110 around its central axis. Each of the guns 400 is
associated with a CRT 430 for displaying player's score and any other instructions.
Behind each of the guns 400, there is provided a seat 410 on which a player is to
be seated.
[0020] The game playing system further comprises game processing and controlling means 500
for processing and displaying the game scene. Figure 2 shows a circuitry used in this
game playing system.
[0021] The game processing and controlling means 500 comprises a game processing device
510 for collectively controlling the entire system and a plurality of image information
generators 520 each provided for one of the projectors 300.
[0022] In addition to the collective control of the entire system, the game processing device
510 can perform the game processing and determine a game scene section to be projected
from each of the projectors 300 onto the corresponding screen section, in accordance
with input signals from that projector 400 and also a predetermined game program.
The information so determined will be outputted to the corresponding one of the image
information generators 520.
[0023] Each of the image information generators 520 has previously stored the image information
of the entire game. When it receives the information of preparing the game scene from
the game processing device 510, the image information generator 520 processes data
determined for an image section which is to be actually allocated to the corresponding
projector and to be projected onto the screen 110 by that projector. Image signals
so obtained are then supplied to the corresponding projector 300.
[0024] In such a manner, a continuous game scene will be projected onto the screen 110,
extending along the entire circumference of the screen 110. Even if a player is seated
on any seat 410 on the table 220, he can front and see a widened game scene extending
over the entire field of view with increased reality.
[0025] The first preferred embodiment of the present invention will now be described in
connection with a video shooting game having a story in which a plurality of players
ina spaceship try to return alive to the earth while fighting an enemy.
[0026] It is assumed herein that the base 200 is a spaceship and each of the players is
seated on the seat 410 and watches the circumference of his spaceship to fight enemy
spaceships through his gun 400.
[0027] It is also assumed that a space scene viewed through windows in the spaceship is
projected onto the screen 110 with 360° panorama-like view.
[0028] Each of the image information generators 520 has previously stored game scenes representing
a space in which the spaceship is cruising. The game processing device 510 supplies
data representing the present position of the spaceship within the space and data
relating to vector information of the direction of cruise to all the image information
generators 520.
[0029] Each of the image information generators 520 actually computes space scenes successively
varying with the movement of the spaceship to form a game scene projected onto the
screen 110 and continuously extending along the entire circumference thereof.
[0030] As shown in Figure 3, for example, any player seated on a seat 410 behind his gun
400 can face and see a widened game scene horizontally extending along the cylindrical
screen 110 to cover the entire field of view about that player in the opposite directions.
This permits all the players to enjoy their shooting game with improved reality.
[0031] When each of the players aims a target moving on the screen 110 by moving his gun
400 in all the directions, the movement of the gun 400 is detected by a sensor and
the detected position of the gun 400 is then inputted into the game processing device
510. When received data relating to the position of the gun 400, the game processing
device 510 computes the position of the sight 102 on the scene and causes the computed
position of the sight 102 to display on the screen 110 through the image information
generator 520 and the projector 300.
[0032] The player can cause the sight 102 to align with the target moving in the game scene
and actuate the trigger 402 in his gun 400. At this time, a signal representing the
actuation of the trigger 402 is fed to the game processing device 510 which in turn
generates signals used to form images of tracer bullets which are moved toward the
sight 102. These signals are then supplied to the corresponding image information
generator 520. Thus, tracer bullets moving to the sight 102 will be displayed on the
screen 110.
[0033] Figure 4 shows a projection area allocated to each of the projectors 300 and a range
of shoot for each of the players. Each of the projectors 300 projects a scene section
allocated thereto on the screen 110 within a region shown by one-dot and chain lines.
Scene sections from each adjacent projectors are joined to provide a continuous scene
extending around the entire circumference of the screen 110.
[0034] Each of the players can move the sight 102 on the screen 110 by manipulating his
gun 400. The range of shoot in which the sight 102 can be moved is defined by two
broken lines extending from each of the guns 400 toward the screen 110.
[0035] The range of shoot for each gun 400 overlaps those of two adjacent guns 400 at the
opposite sides. Thus, any player can compete with another player adjacent to him for
the same target within the overlapped scene sections. Any player can also enjoy the
shooting game within its own range of shoot without interference from any adjacent
player. Particularly, since the first embodiment of the present invention provides
a transversely extending game scene larger than the range of shoot for each of the
players, he can wait and aim a target which is randomly moving in the game scene with
various patterns of motion and enters his range of shoot. Thus, the game playing system
of the present invention can provides a very varied and joyful shooting game.
[0036] Although it is desired that the scene sections projected from each adjacent projectors
300 onto the screen 110 are tightly overlapped, a little gap is permitted between
each adjacent game scene sections without obstacle if a game scene is continuous as
a whole. If a game scene section is one observed through a window in the spaceship,
the gap may be utilized to form one side frame in that window.
[0037] Figure 5 shows another circuitry of a game processing and controlling means 500 usable
in the game playing system of the present invention.
[0038] This game processing and controlling means 500 comprises a plurality of image information
generators 520, each of which is provided one for each of the projectors 300 and comprises
a target image generator 522, a background reproducer 524 and an image synthesizer
526.
[0039] The target image generator 522 actually computes an image representing a target in
accordance with a command from the game processing device 510, the computed data of
image being then supplied to the image synthesizer 526. The background reproducer
524 reproduces an image of background recorded in a video tape or disc in accordance
with a command from the game processing device 510, the data of the reproduced background
being then fed to the image synthesizer 526.
[0040] Each of the image information generators 520 is synchronized with the other image
information generators 520 to control the start of game scene, the speed of reproduction
and so on.
[0041] Each of the image synthesizer 526 is adapted to synthesize an overlapped scene consisting
of an image of sight 102, an image from the target image generator 5,22 and an image
from the background reproducer 524. The synthesized scene is then projected onto the
screen 110 through the corresponding projector 300.
[0042] It is preferred that each of the seats 410 can move in all the directions, that is,
tilts, swivels and vertically moves to provide any attitude desired by a player seated
on that seat 410 for a presently projected image. If a scene viewed through a window
in the spaceship is being displayed on the screen 110, the player would be feel such
a sense that he is actually within the spaceship. To this end, for example, the floor
240 shown in Figure 1 may be tilted about its central point in all the directions
through a hydraulically actuated lifting mechanism (not shown). In such a case, the
screen means 100 will be tilted in synchronism with the tilting of the floor 240.
If desired, each of the seats 410 may be tilted, swiveled and vertically moved irrespectively
of the presently projected scene. Furthermore, the screen means 100 may be stationary
and only the base 200 may be moved in all the directions.
Second Embodiment
[0043] Referring not to Figures 6 through 13, there is shown the second preferred embodiment
of a multi-player type video shooting game playing system according to the present
invention.
[0044] The second embodiment is characterized by that a screen means 100 is stationary and
that only a base 200 is moved in all the directions through a hydraulically actuated
lifting mechanism. Players on the base 200 can feel such a sense that they are actually
within the spaceship. This results in further increase of the reality.
[0045] As seen from Figure 6, the game playing system comprises a supporting platform 250
on the floor 240. The base 200 is supported on the supporting platform 250 tiltably
about a fulcrum 200a through a universal joint 252.
[0046] The supporting platform 250 also supports two lifting mechanisms 260 for tilting
the base 200.
[0047] Figure 7 is a schematic view of a central tower 210 on the base 200 as viewed from
the direction of arrow VII in Figure 6. As seen from Figure 7, two lifting means 260-1
and 260-2 are disposed between the support platform 250 and the base 200 at two positions
angularly spaced 90 degrees from each other about a fulcrum point 200a. Each of the
lifting means 260-1 and 260-2 is hydraulically actuated by hydraulic fluid forcedly
fed from a reservoir 264 through a hydraulic motor and pump mechanism 266 located
below the floor, the reservoir and mechanism 264, 266 being located below the floor.
When one of the lifting means 260-1 or 260-2 is energized, the base 200 is tilted
about the fulcrum point 200a to any desired angular position as shown by one-dot and
chain line in Figure 6.
[0048] When a player or players are getting on the table 220, it is preferred that the base
200 is be held at its horizontal position without trembling. For such a purpose, a
plurality of piston and cylinder mechanisms 262 are disposed on the floor 240 below
the table 220 at angular space intervals. The piston and cylinder mechanisms 220 can
be retracted not to interfere with the game being played. After the game is terminated
or before the next game is started, the piston and cylinder mechanisms 260 are extended
upwardly as shown by one-dot and chain line in Figure 6. When extended, the piston
and cylinder mechanisms 260 stably support the table 220 such that a plurality of
players can move on the table 220 without trembling.
[0049] In the game playing system of such a type that the base 200 is tilted as in the second
embodiment, there will be created a change in distance between the respective one
of the projectors 300 and the screen 110 if the latter is only formed into a cylidrical
configuration. The change in distance results in deformation of the game scene projected
onto the screen 110. If the base 200 is upwardly tilted, an upwardly elongated game
scene will be projected onto the screen 110. If the base 200 is downwardly tilted,
a downwardly elongated game scene will be projected onto the screen 110.
[0050] In order to overcome such a problem, the second embodiment of the present invention
is characterized by that the screen 110 is formed into a spherical configuration and
that the base 200 includes its fulcrum point 200a aligned with the center of the spherical
screen 110.
[0051] In such a manner, the distance between each of the projectors 300 and the screen
110 can be maintained constant irrespectively of the tilting of the base 200.
[0052] Figure 8 shows the concrete structure of a spherical screen 110 constructed according
to the second embodiment of the present invention. The spherical screen 110 is formed
by joining a plurality of segment panels 112 each of which defines part of the sphere.
[0053] Figure 9 is a schematic plan view of a game playing system constructed in accordance
with the above concept of the present invention. This game playing system comprises
a base 200, a tower 210 on the base 200, a plurality of projectors 300 radially disposed
on the base and a ring-shaped table 220 disposed around the entire circumference of
the tower 210.
[0054] The table 220 comprises 16 blocks 222-1, 222-2 ..... 222-16. As shown in Figure 10,
two blocks 222-1 and 222-9 located at the diametrically opposite positions about the
tower 210 comprise seats 410 and advisor's boxes 450, respectively. The remaining
blocks 222-2, 222-3 .... 222-8, 222-10, 222-11 .... 222-16 respectively support two-player
seats 410 and guns 400, as shown in Figure 10. As seen from Figure 11, two guns 400
on one block are pivotally mounted on two arms laterally extending from a support
440 for motion in all the directions. When each of the guns 400 is actuated by depressing
a trigger 402, a vibrator (not shown) located within the gun 400 will be actuated
to provide a vibration similar to the staccato of a machine gun.
[0055] Each of the supports 440 also includes two CRT's 430 each of which is faced to one
of two players seated on the two-player seat 410. Each support 440 further includes
two foot lights 444 each of which is adapted to illuminate the foot of each player
seated on the two-player seat 410.
[0056] Figure 12 shows the concrete structure of each of the seats 410 on the table 220.
Each of the seats 410 is of such a type that when the seat 410 is not used, its sitting
portion 412 can be upwardly moved. This provides a space sufficient for a player to
walk between the gun 400 and the seat 410.
[0057] Each of the seats 410 comprises a stationary frame 414 fixedly mounted on the table
220 and a sitting frame 416 pivotally mounted on the stationary frame 414 about a
pivot shaft 416a. The sitting frame 416 includes a sitting face 412 on which a player
is seated.
[0058] The sitting frame 416 includes a seat back frame 420 pivotally mounted thereon about
a pivot shaft 420a, on which a back 418 is disposed. Between the seat back frame 418
and the stationary frame 414 there is pivotally mounted a frame 422 at pivot shafts
422a and 422b.
[0059] There is further a stopper 417 for limiting the clockwise rotation of the sitting
frame 416 which is biased counter-clockwise by a spring 424 such that the sitting
frame 416 can be automatically moved upwardly when not used, as shown by two-dot and
chain line in Figure 12.
[0060] If it is to use the seat 410, the sitting frame 416 may be simply forced to move
to a position shown by solid line in Figure 12. For safety, the player on the seat
410 is preferably constrained by a seat belt 228. Immediately as the player stands,
the sitting frame 416 can be moved to the position shown by two-dot and chain line
in Figure 12 under the action of the spring 424. In order to damp an impact created
on the upward movement of the sitting frame 416, there is shock absorber means 426
in the frame 422.
[0061] The game playing system is provided with an entry 120 and an exit 130 which are located
at positions diametrically opposed about the center of the base 200. The blocks 222-1
and 222-9 of the table 210 are disposed opposed to the entry and exit 120, 130, respectively.
[0062] Prior to the start of a game, players may enter the game space through the entry
120 and move onto the table 220 through the stair 242. As shown by arrow in Figure
9, the players may walk to and sit on their seats, respectively.
[0063] When each of the players on the seat 410 wears his seat belt 228, it is automatically
detected by a sensor and displayed on the console 450 for the advisor. After all the
players wear their seat belts, the advisor may confirms it and start the game.
[0064] When the game is finished, each player releases his seat belt and stands from his
seat 102. Thus, the sitting frame 416 of the seat will be automatically moved upwardly
to provide a sufficient space that the player can walk easily. Accordingly, all the
players can move out of the game space through the exit 130 as shown by arrow in Figure
9.
[0065] Figure 13 schematically shows a circuitry usable in the game playing system as shown
in Figure 9. The circuit comprises a game processing device 510 for generating data
for operating the peripheral instruments, depending on the state of progress. The
game processing device 510 is connected with personal data processing and controlling
sections 434, operator's processing and controlling sections 456, image information
generators 520, sound control sections 610, a BGM generator 620 and a hydraulic pressure
controller 700.
[0066] The personal data processing and controller sections 434 are 14 in total number for
table-blocks 222 on which players sit. One of the personal data processing and controller
sections 434 is allocated to two players. Namely, each personal data processing and
controller section 434 comprises is connected with two seat belt sensors 432, two
guns 400 and two CRT's 430. The personal data processing and controlling section 434
is adapted to transmit input signals from the seat belt sensors 432 and the guns 400
(for example, shooting data, direction data and so on) to the game processing device
510 while at the same time displaying information from the game processing device
510 on the CRT's 430.
[0067] The operator's processing and controlling sections 456 are two in number for the
clerk's seat blocks 222 on the table 220. Each of the operator's processing and controlling
sections 456 is connected with an operation box 450 on the corresponding block. The
operation box 450 includes a CRT 452 and a console 454. Each of the operator's processing
and controlling sections 456 is adapted to receive various types of input signals
from the corresponding console 454 (for example, game start signal, game termination
signal and so on) and to transmit these input signals to the game processing device
510. Each operator's processing and controlling section 456 also functions to display
information from the game processing device 510 (for example, progress state data,
mulfanction informing data and so on) on the corresponding CRT 452. Thus, each advisor
can completely grasp the entire state of the game playing system.
[0068] The game processing device 510 receives input signals from the personal data processing
and controlling sections 434 and the operator's processing and controlling sections
456 to determine a game scene to be projected onto the screen 110 and to transmit
these data to the respective image information generators 520, in accordance with
a predetermined game program. At the same time, the game processing device 510 determines
sound data, background music data and other data which in turn are to be transmitted
to the sound control section 610 and the BGM generators 620, depending on the present
state of the game. Furthermore, the game processing device 510 determines signals
for controlling the tilting of the base 200, which in turn are supplied to the hydraulic
pressure controller 700, depending on the progress of the game.
[0069] The image information generators 520 are 16 equal to the number of the projectors
300. Based on the information of game scene determined by the game processing device
510, each of the image information generators 520 processes and determines image signals
representing an image to be projected onto the screen 110 from the corresponding projector
300.
[0070] Each of the image information generators 520 comprises a slave CPU 522, an image
processing section 524 and a video signal output section 526. The slave CPU 522 performs
its function in accordance with commands from a master CPU incorporated into the game
processing device 510 and is adapted to determine to which part of the determined
game scene to be displayed is allocated to the corresponding projector 300, depending
on scene determining data, that is, game scene data determined according to the progress
of the game. Namely, the slave CPU 522 functions as allocated image determining means.
[0071] The image processing section 522 has previously stored the entire data of image to
be used throughout the game and functions to digitally process and determine image
data in the allocated area determined by the slave CPU 522. All the image processing
sections 524 have stored the same three-dimensional images represetative of a game
space. These three-dimensional images are formed by combining polygonal forms with
one another.
[0072] The slave CPU 522 determines which direction the three-dimensional images are to
be viewed in, that is, which direction a panorama extending 360° about a point of
view is to be viewed from. Thus, it can be determined which projector 300 is to be
allocated to a part of the 360° panorama. In accordance with the allocation data so
determined, that is, a command for indicating which direction the image extending
through 360° is to be viewed from, the image processing section 524 processes and
determines an actually three-dimensional image consisting of the combination of polygonal
forms, which image is then converted into a two-dimensional, that is, false three-dimensional
image.
[0073] An image synthesizer for synthesizing a false three-dimensional image from the combination
of polygonal forms is disclosed, for example, in United States Patent No. 4,831,557
or 4,829,295.
[0074] The video signal output section 526 functions to convert digital data thus processed
and determined into video signals which in turn are supplied to the corresponding
projector 300.
[0075] In such a manner, a game scene continuously extending around the entire circumference
of the screen 110 will be projected from all the projectors 300 onto the screen 110
each of which is allocated to the corresponding image area in the panoramic image.
[0076] Each of the sound control sections 610 receives, from the game processing device
510, data representing the progress of the game and processes the data to form sound
data which in turn is outputted from the corresponding speaker 614 through an amplifier
612 associated therewith. Figure 13 shows six sets each consisting of a sound controller
610, an amplifier 612 and a speaker 614.
[0077] The BGM generator 620 similarly generates background music in accordance with data
of the progress of game outputted from the game processing device 510, the background
music being outputted from a speaker 624 through an amplifier 622.
[0078] The hydraulic pressure controller 700 functions to energize hydraulic systems 710
for tilting the base 210, depending on data relating to the progress of the game,
which is outputted from the game processing device 510. One of these hydraulic systems
710 is, for example, a hydraulic motor 266 for driving a hydraulic pump, as described.
[0079] In such an arrangement, the game playing system will be further described in connection
with a story in which a plurality of players getting on a spaceship try to return
the earth while fighting enemies which attack the spaceship.
[0080] First of all, the base 200 is held horizontally. The entry 120 is then opened to
permit a plurality of players to get on a spaceship (actually, the table 220 on the
base 200) through the stair 242. At this time, each of the seats 410 has been placed
at its upwardly moved position. Thus, a sufficient space for the players is provided
on the table such that the players can easily move to their seats distributed from
the entry 120 to the exit 130.
[0081] When each of the players sits on his seat 410, he wears his seat belt 228. This is
detected by the corresponding seat belt sensor 432 and displayed on the CRT 422 for
each advisor through the game processing device 510. Therefore, the advisors can confirm
whether or not all the players wear their seat belts.
[0082] If all the players have sat on the seats and worn the seat belts, the entry 120 is
closed and the lighting is turned off. The advisors placed adjacent to the entry and
exit are supposed to be a captain and a co-captain in the spaceship which is to be
started. When the main advisor, that is, the captain operates his console 424 to depress
a start button, a game is initiated.
[0083] In accordance with data outputted from the game processing device 510 to various
peripheral instruments, the image information generators 520 causes the projectors
300 to project, onto the screen 110, a panoramic 360° extending scene representing
a cosmo-space scene viewed through windows in the spaceship.
[0084] The hydraulic pressure controller 700 energizes the hydraulic systems 710 to tilt
the base for the attitude of the spaceship cruising in the cosmo-space.
[0085] Thus, all the players can observe the cosmo-space scene extending on the screen 110
and feel the actual sense as to move in the cosmo-space with increased reality.
[0086] Each player may aim and shoot an enemy spaceship moving on the screen 110 by moving
his gun 400 in all the directions.
[0087] Since the screen 110 is formed into a spherical configuration having its center aligned
with the center of the base 200, any tilt in the base 200 will not deform the image
presently projected onto the screen 110.
[0088] Furthermore, it is preferred that the screen 110 is formed of such a material that
creates diffused reflection on the surface of the screen 110. Therefore, the brightness
of image felt by all the players can be equalized throughout the screen 110.
[0089] During playing of the game, the BGM generator 620 generates a background music matching
the progress of the game story. At the same time, the sound controllers 610 produce,
through the speakers 614, various effectual sounds representative of attacks from
enemy spaceships, meteorites passing by the spaceship, shocks created when any enemy
spaceship is exploded, and so on.
[0090] When the game is terminated, the base 200 is returned to and held at the horizontal
position. The underside of the table 220 is engaged by the extended piston and cylinder
mechanisms 262. The lighting is then turned on and the exit 130 is opened.
[0091] When each of the players stands, his seat 410 is automatically moved upwardly to
its storage position such that a sufficient space is provided between the gun 400
and the seat 410.
[0092] Although the present invention has been described as to some embodiments, it will
not be limited to those embodiments and may be carried out in connection with various
modifications and variations without departing from the basic concept of the present
invention.
[0093] For example, the screen 110 may be formed into semi-cylinder or semi-sphere.
[0094] Although the present invention has been described as to the shooting game playing
system, it may be applied to any other game, for example, a roll-playing game.
[0095] Although the base has been described as to be tilted, the present invention may be
applied to control the swinging, vibrating or vertically moving of the base.
[0096] As will be apparent from the foregoing, the present invention provides a game playing
system which utilizes a transversely arched screen and permits a plurality of players
to arrange radially toward the arched screen. All the players can face and view the
same transversely widened game scene projected onto the arched screen. Therefore,
all the players can enjoy the same powerful game with increased reality.
1. A multi-player type video game playing system comprises:
screen means including a transversely arched screen;
a plurality of projectors arranged radially toward said screen, each of said projectors
being allocated to one scene section of a continuously and transversely extending
game scene to be projected onto said screen;
a plurality of player's operating sections arranged radially toward said screen; and
processor means for processing a game scene to be projected onto said screen in accordance
with input signals from each of said player's operating sections and a predetermined
game program, the image signals so obtained being then supplied to the respective
projectors to form said continuous game scene extending transversely along of said
screen, whereby a plurality of players can play and enjoy a game in the common game
space while observing the same game scene projected onto said arched screen.
2. A multi-player type video game playing system as defined in claim 1 wherein said
screen is formed into a cylindrical configuration surrounding said projectors and
player's operating sections.
3. A multi-player type video game playing system as defined in claim 1 wherein said
screen is formed into a spherical configuration.
4. A multi-player type video game playing system as defined in claim 2 wherein said
screen is formed into a spherical configuration.
5. A multi-player type video game playing system as defined in claim 2 wherein said
screen has an arched surface providing a diffused reflection.
6. A multi-player type video game playing system as defined in claim 2 wherein said
projectors are arranged radially toward said cylindrical screen about its center such
that one part of a continuous game scene to be projected onto said screen is allocated
to each of said projectors.
7. A multi-player type video game playing system as defined in claim 2, further comprising:
base means fixedly supporting said projectors and player's operating sections and
receiving a plurality of players each operating one of said player's operating sections;
and
drive means for moving said base means in a desired pattern of motion.
8. A multi-player type video game playing system as defined in claim 4, further comprising:
base means fixedly supporting said projectors and player's operating sections and
receiving a plurality of players each for one of said player's operating sections;
and
base drive means for moving said base into a desired position about the center of
said spherical screen.
9. A multi-player type video game playing system as defined in claim 7 wherein said
base means comprises:
a central tower in which said projectors are mounted radially toward said screen;
a ring-shaped table disposed around the circumference of said central tower, said
player's operating section being arranged on said table radially toward said screen,
said table further including a plurality of seats each disposed thereof behind the
corresponding one of said player's operating sections; and
each of said seats having a sitting portion springly movable into its upward or inoperative
position to provide a sufficient space between that seat and the corresponding player's
operating section when the seat is not used.
10. A multi-player type video game playing system as defined in claim 8 wherein said
base means comprises:
a central tower in which said projectors are arranged radially toward said screen;
a ring-shaped table disposed around the circumference of said central tower, said
player's operating sections being arranged thereon radially toward said screen, said
table further including a plurality of seats each disposed behind the corresponding
one of said player's operating sections; and
each of said seats having a sitting portion springly movable into its upward or inoperative
position to provide a sufficient space between that seat and the corresponding player's
operating section when the seat is not used.
11. A multi-player type video game playing system as defined in claim 1, further comprising
position control means for driving and controlling the entire combination of said
screen means, projectors and player's operating sections into a desired position.
12. A multi-player type video game playing system as defined in claim 1 wherein said
processor means comprises game processing means for determining a game scene to be
projected onto said screen in accordance with input signals from said player's operating
sections and a predetermined game program and a plurality of image information generator
means each associated with the corresponding one of said projectors and wherein each
of said image information generator means has previously stored image information
of the entire game and is actually adapted to compute image data representative of
a game scene section to be allocated by that image information generator means to
produce image signals outputted to the corresponding one of said projector, in accordance
with data relating to game scenes determined by said game processing means.
13. A multi-player type video game playing system as defined in claim 7 wherein said
processor means comprises:
game processing means for determining a game scene to be projected onto said screen
and also for determining sounds matching the progress of the game and the position
of said base means, in accordance with input signals from the player's operating sections
and a predetermined game program;
a plurality of image information generator means each provided for one of said projectors,
each of said image information generator means previously stored image information
of the entire game and actually computing image data representative of a game scene
section to be projected by that projector onto said screen to produce image signals
which are outputted to the corresponding projector, in accordance with a game scene
determined by said game processing means;
position control means for controlling the position of said base means through said
base drive means in accordance with positional data determined by said game processing
means; and
sound producing means for producing sounds for the game, in accordance with sound
data determined by said game processing means.
14. A multi-player type video game playing system as defined in claim 8 wherein said
processor means comprises:
game processing means for determining a game scene to be projected onto said screen
and also for determining sounds matching the progress of the game and the position
of said base means, in accordance with input signals from the player's operating sections
and a predetermined game program;
a plurality of image information generator means each provided for one of said projectors,
each of said image information generator means previously stored image information
of the entire game and actually computing image data representative of a game scene
section to be projected by that projector onto said screen to produce image signals
which are outputted to the corresponding projector, in accordance with a game scene
determined by said game processing means;
position control means for controlling the position of said base means through said
base drive means in accordance with positional data determined by said game processing
means; and
sound producing means for producing sounds for the game, in accordance with sound
data determined by said game processing means.
15. A multi-player type video game playing system as defined in claim 12 wherein each
of said image information generator means comprises:
allocated scene determining means for determining which scene section of a game scene
determined by said game processing means is to be allocated to the corresponding one
of said projectors and displayed on the screen through that projector;
image processing means previously stored image information of the entire game and
digitally performing the actual computation of image data relating to a game scene
section determined by said allocated scene determining means; and
video output means for converting digital image data from said image processing means
into video signals which are outputted to the corresponding one of said projectors.
16. A multi-player type video game playing system as defined in claim 2 wherein said
screen means includes entry and exit means which are formed therein at diametrically
opposite positions about the center of the cylindrical screen.
17. A multi-player type video game playing system as defined in claim 4, further comprising
base means fixedly supporting said projectors and player's operating sections and
receiving a plurality of players each operating one of said player's operating sections
and base drive means for moving said base about the center of said spherical screen
into a desired position and wherein said projectors are arranged radially toward said
cylindrical screen about its center and wherein said processor means comprises game
processing means for determining a game scene to be projected onto said screen in
accordance with input signals from said player's operating sections and a predetermined
game program and a plurality of image information generator means each associated
with the corresponding one of said projectors, and each of said image information
generator means having previously stored image information of the entire game and
is actually adapted to compute image data representative of a game scene section to
be allocated by that image information generator means to produce image signals outputted
to the corresponding one of said projector, in accordance with data relating to game
scenes determined by said game processing means.
18. A multi-player type video game playing system as defined in claim 17 wherein each
of said image information generetor means comprises:
allocated scene determining means for determining which scene section of a game scene
determined by said game processing means is to be allocated to the corresponding one
of said projectors and displayed on the screen through that projector;
image processing means previously stored image information of the entire game and
digitally performing the actual computation of image data relating to a game scene
section determined by said allocated scene determining means; and
video output means for converting digital image data from said image processing means
into video signals which are outputted to the corresponding one of said projectors.
19. A multi-player type video game playing system as defined in claim 3, further comprising:
base means fixedly supporting said projectors and player's operating sections and
receiving a plurality of players each for one of said player's operating sections;
and
base drive means for moving said base about the center of said spherical screen in
any desired pattern of motion.